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<blockquote data-quote="ruleslawyer" data-source="post: 1578299" data-attributes="member: 1757"><p>No, but they make a good summation.</p><p>Er, no. I just put the SR thing on the board because, at these levels, when practically <em>everything</em> you face has the ability or access to it, SR is an important factor.</p><p>Yes, but the fact remains that they HAD the high-level spells <em>to begin with</em>, which the MT does not. </p><p>Keep in mind that those spells represent the top of the list for MTs. And harm and disintegrate use SR as their principal defense; again, the MT can't beat it. Moreover, I wouldn't trust an MT to deliver a <em>harm</em> spell, since he's unlikely to have the melee survivability of the cleric; that survivability (and/or the divine reach ability of the hierophant class, which the straight cleric gets much earlier) are essential to delivering <em>harm</em> without getting smushed like a bedbug.</p><p>The ever-popular Travel domain does have teleport, you know. And does mass haste even <em>exist</em> in a 3.5 campaign? The MT is a 3.5 PrC, after all. You have to keep that in mind. </p><p>I repeat. <em>Give me an example of why.</em> Concrete examples of this happening in your campaign would be a really good idea, since I don't see the evidence for this at all. Moreover, the above contention really damages your argument. If anything, the MT's ability to cast lots of lower-level spells that aren't good in direct offensive capacity make them excellent <em>support</em> characters, not spotlight hogs. </p><p>Strawman. I didn't at all suggest that, which is why I wanted to see if you had actual experience from which to report. Moreover, "high endurance" is irrelevant when you're at levels at which people have full access to <em>greater teleport</em>. NO one runs through all their spells at a rate which would give the MT an advantage simply because he had a few extra low-level spell slots. Casters in danger of this teleport home and rest.</p><p></p><p>If you have a party of three characters, one of whom is a fighter-type, one a skill monkey, and one an MT, then yes, the MT will look good. But that is because he is <em>the only spellcaster</em>. A party of a fighter, cleric (or wizard), rogue, and MT, for example, will find the MT used as a glorified healing/buffing item, possibly doling out some buff spells like haste and the ability boosters, but being able to cast a few extra 3rd-level spells at 16th level hardly gives a PC the spotlight. If your argument is that the MT makes the PARTY too powerful by providing overly cheap curing and buffing, I can <em>sorta</em> accept that, although I'd argue that the changes to the ability buffs and (greater) invisibility make the MT either a <em>necessary</em> adjunct to a party that equips according to 3.0 rather than 3.5 principles, or just sorta weak.</p><p></p><p>But now I've taken this thread off-topic, for which I apologize to all posters, including yourself, Psion.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1578299, member: 1757"] No, but they make a good summation. Er, no. I just put the SR thing on the board because, at these levels, when practically [i]everything[/i] you face has the ability or access to it, SR is an important factor. Yes, but the fact remains that they HAD the high-level spells [i]to begin with[/i], which the MT does not. Keep in mind that those spells represent the top of the list for MTs. And harm and disintegrate use SR as their principal defense; again, the MT can't beat it. Moreover, I wouldn't trust an MT to deliver a [i]harm[/i] spell, since he's unlikely to have the melee survivability of the cleric; that survivability (and/or the divine reach ability of the hierophant class, which the straight cleric gets much earlier) are essential to delivering [i]harm[/i] without getting smushed like a bedbug. The ever-popular Travel domain does have teleport, you know. And does mass haste even [i]exist[/i] in a 3.5 campaign? The MT is a 3.5 PrC, after all. You have to keep that in mind. I repeat. [i]Give me an example of why.[/i] Concrete examples of this happening in your campaign would be a really good idea, since I don't see the evidence for this at all. Moreover, the above contention really damages your argument. If anything, the MT's ability to cast lots of lower-level spells that aren't good in direct offensive capacity make them excellent [i]support[/i] characters, not spotlight hogs. Strawman. I didn't at all suggest that, which is why I wanted to see if you had actual experience from which to report. Moreover, "high endurance" is irrelevant when you're at levels at which people have full access to [i]greater teleport[/i]. NO one runs through all their spells at a rate which would give the MT an advantage simply because he had a few extra low-level spell slots. Casters in danger of this teleport home and rest. If you have a party of three characters, one of whom is a fighter-type, one a skill monkey, and one an MT, then yes, the MT will look good. But that is because he is [i]the only spellcaster[/i]. A party of a fighter, cleric (or wizard), rogue, and MT, for example, will find the MT used as a glorified healing/buffing item, possibly doling out some buff spells like haste and the ability boosters, but being able to cast a few extra 3rd-level spells at 16th level hardly gives a PC the spotlight. If your argument is that the MT makes the PARTY too powerful by providing overly cheap curing and buffing, I can [i]sorta[/i] accept that, although I'd argue that the changes to the ability buffs and (greater) invisibility make the MT either a [i]necessary[/i] adjunct to a party that equips according to 3.0 rather than 3.5 principles, or just sorta weak. But now I've taken this thread off-topic, for which I apologize to all posters, including yourself, Psion. [/QUOTE]
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